﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.U2D.PixelPerfectRendering
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System.Runtime.CompilerServices;
using UnityEngine.Bindings;
using UnityEngine.Scripting.APIUpdating;

#nullable disable
namespace UnityEngine.U2D
{
  /// <summary>
  ///   <para>A collection of APIs that facilitate pixel perfect rendering of sprite-based renderers.</para>
  /// </summary>
  [MovedFrom("UnityEngine.Experimental.U2D")]
  [NativeHeader("Runtime/2D/Common/PixelSnapping.h")]
  public static class PixelPerfectRendering
  {
    /// <summary>
    ///   <para>To achieve a pixel perfect render, Sprites must be displaced to discrete positions at render time. This value defines the minimum distance between these positions. This doesn’t affect the GameObject's transform position.</para>
    /// </summary>
    public static extern float pixelSnapSpacing { [FreeFunction("GetPixelSnapSpacing"), MethodImpl(MethodImplOptions.InternalCall)] get; [FreeFunction("SetPixelSnapSpacing"), MethodImpl(MethodImplOptions.InternalCall)] set; }
  }
}
